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C++

#ifndef _VEHICLES_H
#define _VEHICLES_H
#include "Types.h"
#include "Soldier Control.h"
#include "Strategic Movement.h"
#include "soldier profile type.h"
#define MAX_VEHICLES 10
extern std::vector<INT8> gubVehicleMovementGroups;
#define MAX_MAIN_VEHICLE_CHARS 500
typedef struct
{
UINT8 ubSeatIndex; // index inside a vehicle (corresponding to .pPassengers[counter])
CHAR16 zSeatName[20]; // name (to display on entering menu and on team panel)
BOOLEAN fDriver; // seat has to be taken to steer the vehicle
BOOLEAN fBlockedView; // can't look out of vehicle
BOOLEAN fBlockedShots; // can't shoot from this seat
BOOLEAN fSeatBelt; // for collisions
BOOLEAN fHidden; // merc on this seat is invisible from outside - spy as a driver smuggling in others?
UINT8 ubRotation; // initial rotation in relation to vehicle
INT8 bOffsetX; // X offset of seat grid, relative to vehicle middle
INT8 bOffsetY; // Y offset of seat grid, relative to vehicle middle
UINT8 ubCoverage; // influence probability vehicle will be hit instead of passenger
UINT8 ubCompartment; // passenger can switch to another seat in the same compartment without exiting vehicle
UINT8 ubStructureLink; // link to physical part of structure (for hit calculations)
UINT32 usMountedGun; // passenger on this seat will use this gun instead of his own, link to Items.xml
} VEHICLE_SEAT;
typedef struct
{
UINT8 uiIndex;
INT32 iNewMvtTypes;
INT32 iNewSeatingCapacities;
INT32 iNewEnterVehicleSndID;
INT32 iNewMoveVehicleSndID;
UINT8 ubNewVehicleTypeProfileID;
INT16 sNewVehicleArmourType;
INT8 NewVehicleBodyType;
BOOLEAN bNewNeutral;
BOOLEAN bNewVehicle;
INT8 NewPilot;
CHAR8 szIconFace[MAX_MAIN_VEHICLE_CHARS];
CHAR16 NewVehicleStrings[128];
CHAR16 NewVehicleName[128];
CHAR16 NewShortVehicleStrings[128];
INT32 NewCarPortraits;
BOOLEAN NewUsed;
VEHICLE_SEAT VehicleSeats[10];
} NEW_CAR;
extern NEW_CAR gNewVehicle[NUM_PROFILES];
extern BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
// type of vehicles
enum{
/* NEW_VEHICLE1 = 0,
NEW_VEHICLE2,
NEW_VEHICLE3,
NEW_VEHICLE4,
NEW_VEHICLE5,
NEW_VEHICLE6,
NEW_VEHICLE7,
NEW_VEHICLE8,
NEW_VEHICLE9,
NEW_VEHICLE10,
NEW_VEHICLE11,
NEW_VEHICLE12,
NEW_VEHICLE13,
NEW_VEHICLE14,
NEW_VEHICLE15,
NEW_VEHICLE16,
NEW_VEHICLE17,
NEW_VEHICLE18,
NEW_VEHICLE19,
NEW_VEHICLE20,
NEW_VEHICLE21,
NEW_VEHICLE22,
NEW_VEHICLE23,
NEW_VEHICLE24,
NEW_VEHICLE25,
NEW_VEHICLE26,
NEW_VEHICLE27,
NEW_VEHICLE28,
NEW_VEHICLE29,
NEW_VEHICLE30,
NEW_VEHICLE31,
NEW_VEHICLE32,
NEW_VEHICLE33,
NEW_VEHICLE34,
NEW_VEHICLE35,
NEW_VEHICLE36,
NEW_VEHICLE37,
NEW_VEHICLE38,
NEW_VEHICLE39,
NEW_VEHICLE40,
NEW_VEHICLE41,
NEW_VEHICLE42,
NEW_VEHICLE43,
NEW_VEHICLE44,
NEW_VEHICLE45,
NEW_VEHICLE46,
NEW_VEHICLE47,
NEW_VEHICLE48,
NEW_VEHICLE49,
NEW_VEHICLE50,
NEW_VEHICLE51,
NEW_VEHICLE52,
NEW_VEHICLE53,
NEW_VEHICLE54,
NEW_VEHICLE55,
NEW_VEHICLE56,
NEW_VEHICLE57,
NEW_VEHICLE58,
NEW_VEHICLE59,
NEW_VEHICLE60,
NEW_VEHICLE61,
NEW_VEHICLE62,
NEW_VEHICLE63,
NEW_VEHICLE64,
NEW_VEHICLE65,
NEW_VEHICLE66,
NEW_VEHICLE67,
NEW_VEHICLE68,
NEW_VEHICLE69,
NEW_VEHICLE70,
NEW_VEHICLE71,
NEW_VEHICLE72,
NEW_VEHICLE73,
NEW_VEHICLE74,
NEW_VEHICLE75,
NEW_VEHICLE76,
NEW_VEHICLE77,
NEW_VEHICLE78,
NEW_VEHICLE79,
NEW_VEHICLE80,
NEW_VEHICLE81,
NEW_VEHICLE82,
NEW_VEHICLE83,
NEW_VEHICLE84,
NEW_VEHICLE85,
NEW_VEHICLE86,
NEW_VEHICLE87,
NEW_VEHICLE88,
NEW_VEHICLE89,
NEW_VEHICLE90,
NEW_VEHICLE91,
NEW_VEHICLE92,
NEW_VEHICLE93,
NEW_VEHICLE94,
NEW_VEHICLE95,
NEW_VEHICLE96,
NEW_VEHICLE97,
NEW_VEHICLE98,
NEW_VEHICLE99,
NEW_VEHICLE100,
NEW_VEHICLE101,
NEW_VEHICLE102,
NEW_VEHICLE103,
NEW_VEHICLE104,
NEW_VEHICLE105,
NEW_VEHICLE106,
NEW_VEHICLE107,
NEW_VEHICLE108,
NEW_VEHICLE109,
NEW_VEHICLE110,
NEW_VEHICLE111,
NEW_VEHICLE112,
NEW_VEHICLE113,
NEW_VEHICLE114,
NEW_VEHICLE115,
NEW_VEHICLE116,
NEW_VEHICLE117,
NEW_VEHICLE118,
NEW_VEHICLE119,
NEW_VEHICLE120,
NEW_VEHICLE121,
NEW_VEHICLE122,
NEW_VEHICLE123,
NEW_VEHICLE124,
NEW_VEHICLE125,
NEW_VEHICLE126,
NEW_VEHICLE127,
NEW_VEHICLE128,
NEW_VEHICLE129,
NEW_VEHICLE130,
NEW_VEHICLE131,
NEW_VEHICLE132,
NEW_VEHICLE133,
NEW_VEHICLE134,
NEW_VEHICLE135,
NEW_VEHICLE136,
NEW_VEHICLE137,
NEW_VEHICLE138,
NEW_VEHICLE139,
NEW_VEHICLE140,
NEW_VEHICLE141,
NEW_VEHICLE142,
NEW_VEHICLE143,
NEW_VEHICLE144,
NEW_VEHICLE145,
NEW_VEHICLE146,
NEW_VEHICLE147,
NEW_VEHICLE148,
NEW_VEHICLE149,
NEW_VEHICLE150,
NEW_VEHICLE151,
NEW_VEHICLE152,
NEW_VEHICLE153,
NEW_VEHICLE154,
NEW_VEHICLE155,
NEW_VEHICLE156,
NEW_VEHICLE157,
NEW_VEHICLE158,
NEW_VEHICLE159,
*/
NEW_VEHICLE1 = 0,
COMBAT_JEEP_CAR = 71,
NEW_VEHICLE2 = NEW_VEHICLE1 + 159,
HUMMER = 160,
ELDORADO_CAR = 161,
ICE_CREAM_TRUCK = 162,
HELICOPTER = 163,
//JEEP_CAR = 164,
TANK_CAR = 164,
NEW_VEHICLE165 = 165,
NEW_VEHICLE166 = 166,
NEW_VEHICLE167 = 167,
NEW_VEHICLE168 = 168,
NEW_VEHICLE169 = 169,
NUMBER_OF_TYPES_OF_VEHICLES = NEW_VEHICLE169 + 84,
/*
ELDORADO_CAR = 0,
HUMMER,
ICE_CREAM_TRUCK,
JEEP_CAR,
TANK_CAR,
HELICOPTER,
NUMBER_OF_TYPES_OF_VEHICLES,
*/
};
// external armor hit locations
enum{
FRONT_EXTERNAL_HIT_LOCATION,
LEFT_EXTERNAL_HIT_LOCATION,
RIGHT_EXTERNAL_HIT_LOCATION,
REAR_EXTERNAL_HIT_LOCATION,
BOTTOM_EXTERNAL_HIT_LOCATION,
TOP_EXTERNAL_HIT_LOCATION,
NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE,
};
// internal critical hit locations
enum{
ENGINE_HIT_LOCATION,
CREW_COMPARTMENT_HIT_LOCATION,
RF_TIRE_HIT_LOCATION,
LF_TIRE_HIT_LOCATION,
RR_TIRE_HIT_LOCATION,
LR_TIRE_HIT_LOCATION,
GAS_TANK_HIT_LOCATION,
NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE,
};
//extern STR16 sCritLocationStrings[];
//extern INT8 bInternalCritHitsByLocation[NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
extern INT16 sVehicleOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE];
#define MAXPASSENGERS 10
// struct for vehicles
typedef struct
{
PathStPtr pMercPath; // vehicle's stategic path list
UINT8 ubMovementGroup; // the movement group this vehicle belongs to
UINT8 ubVehicleType; // type of vehicle
INT16 sSectorX; // X position on the Stategic Map
INT16 sSectorY; // Y position on the Stategic Map
INT16 sSectorZ;
BOOLEAN fBetweenSectors; // between sectors?
INT32 sGridNo; // location in tactical
SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
UINT8 ubDriver;
INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
INT16 sArmourType;
INT16 sExternalArmorLocationsStatus[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
INT16 sCriticalHits[ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
INT32 iOnSound;
INT32 iOffSound;
INT32 iMoveSound;
INT32 iOutOfSound;
BOOLEAN fFunctional;
BOOLEAN fDestroyed;
INT32 iMovementSoundID;
UINT8 ubProfileID;
BOOLEAN fValid;
} VEHICLETYPE;
// the list of vehicles
extern VEHICLETYPE *pVehicleList;
// number of vehicles on the list
extern UINT8 ubNumberOfVehicles;
extern INT32 iMvtTypes[];
void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
// add vehicle to list and return id value
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType );
// remove this vehicle from the list
BOOLEAN RemoveVehicleFromList( INT32 iId );
// clear out the vehicle list
void ClearOutVehicleList( void );
BOOLEAN AnyAccessibleVehiclesInSoldiersSector( SOLDIERTYPE *pSoldier );
// is this vehicle in the same sector (not between sectors), and accesible
BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId );
// add soldier to Vehicle
BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId, UINT8 ubSeatIndex = 0 );
// remove soldier from vehicle
BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
// strategic mvt stuff
// move character path to the vehicle
BOOLEAN MoveCharactersPathToVehicle( SOLDIERTYPE *pSoldier );
// travel time at the startegic level
INT32 GetTravelTimeOfVehicle( INT32 iId );
// is this vehicle a valid one?
BOOLEAN VehicleIdIsValid( INT32 iId );
// Test whether a soldier is actually a vehicle
BOOLEAN IsVehicle(SOLDIERTYPE *pSoldier);
// set up vehicle mvt for this grunt involved
BOOLEAN SetUpMvtGroupForVehicle( SOLDIERTYPE *pSoldier );
// set up soldier mvt for vehicle
BOOLEAN CopyVehiclePathToSoldier( SOLDIERTYPE *pSoldier );
// update mercs position when vehicle arrives
void UpdatePositionOfMercsInVehicle( INT32 iId );
// find vehicle id of group with this vehicle
INT32 GivenMvtGroupIdFindVehicleId( UINT8 ubGroupId );
// given vehicle id, add all peopel in vehicle to mvt group, after clearing mvt group out
BOOLEAN AddVehicleMembersToMvtGroup( INT32 iId );
// injure this person in the vehicle
BOOLEAN InjurePersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier, UINT8 ubPointsOfDmg );
// kill this person in the vehicle
BOOLEAN KillPersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier );
// kill everyone in vehicle
BOOLEAN KillAllInVehicle( INT32 iId );
// anv: for hurting heli passengers on SAM attack
BOOLEAN HurtPassengersInHelicopter( INT32 iId );
#ifdef JA2TESTVERSION
// test vehicle stuff
void VehicleTest( void );
#endif
// grab number of occupants in vehicles
INT32 GetNumberInVehicle( INT32 iId );
// grab # in vehicle skipping EPCs (who aren't allowed to drive :-)
INT32 GetNumberOfNonEPCsInVehicle( INT32 iId );
BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubSeatIndex = 0 );
SOLDIERTYPE *GetDriver( INT32 iID );
void SetVehicleName( SOLDIERTYPE *pVehicle );
BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
BOOLEAN ChangeVehicleSeat( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubSeatIndex );
BOOLEAN SwapVehicleSeat( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier, UINT8 ubSeatIndex );
void AddPassangersToTeamPanel( INT32 iId );
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT8 ubAttackerID );
// the soldiertype containing this tactical incarnation of this vehicle
SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
// get orig armor values for vehicle in this location
//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
// handle crit hit to vehicle in this location
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID );
// ste up armor values for this vehicle
void SetUpArmorForVehicle( UINT8 ubID );
// does it need fixing?
BOOLEAN DoesVehicleNeedAnyRepairs( INT32 iVehicleId );
// repair the vehicle
INT8 RepairVehicle( INT32 iVehicleId, UINT8 ubTotalPts, BOOLEAN *pfNothingToRepair );
//Save all the vehicle information to the saved game file
BOOLEAN SaveVehicleInformationToSaveGameFile( HWFILE hFile );
//Load all the vehicle information From the saved game file
BOOLEAN LoadVehicleInformationFromSavedGameFile( HWFILE hFile, UINT32 uiSavedGameVersion );
// take soldier out of vehicle
BOOLEAN TakeSoldierOutOfVehicle( SOLDIERTYPE *pSoldier );
// put soldier in vehicle
BOOLEAN PutSoldierInVehicle( SOLDIERTYPE *pSoldier, INT8 bVehicleId );
void SetVehicleSectorValues( INT32 iVehId, UINT8 ubSectorX, UINT8 ubSectorY );
void UpdateAllVehiclePassengersGridNo( SOLDIERTYPE *pSoldier );
BOOLEAN SaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
BOOLEAN LoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
BOOLEAN NewSaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
BOOLEAN NewLoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
BOOLEAN OKUseVehicle( UINT8 ubProfile );
BOOLEAN IsRobotControllerInVehicle( INT32 iId );
void AddVehicleFuelToSave( );
BOOLEAN CanSoldierDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fIgnoreAsleep );
BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fTryingToTravel );
BOOLEAN OnlythisCanDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
BOOLEAN IsEnoughSpaceInVehicle( INT32 iID );
BOOLEAN IsSoldierInThisVehicleSquad( SOLDIERTYPE *pSoldier, INT8 bSquadNumber );
INT8 GetSeatIndexFromSoldier( SOLDIERTYPE *pSoldier );
SOLDIERTYPE* PickRandomPassengerFromVehicle( SOLDIERTYPE *pSoldier );
BOOLEAN DoesVehicleHaveAnyPassengers( INT32 iVehicleID );
BOOLEAN DoesVehicleGroupHaveAnyPassengers( GROUP *pGroup );
void SetSoldierExitVehicleInsertionData( SOLDIERTYPE *pSoldier, INT32 iId, UINT8 iOldGroupID );
void InitAVehicle(int index, int x, int y);
void InitAllVehicles( );
BOOLEAN IsHelicopterInSector(INT16 sX, INT16 sY);
#endif